EVENT WHITE Jon Diamond, 4d BLACK Tony Goddard, 3d RESULT W+28 BOARDSIZE 19 PLACE British Championship deciding match KOMI 5.0 TIMELIMIT 2hours / 30 secs SOURCE BGJ 14, June 1971, Page 12 ANALYSIS Jon Diamond et al. COM Copyright British Go Association 1971, 1999 [H] comments by Haruyama, 6p.. Black Rank: 3 dan Write Rank: 4 dan ENDCOM B 1 R16 W 2 D17 B 3 Q3 W 4 C3 B 5 C15 COM Black 5,7: Typical aggressive plays by Goddard who likes early fighting. ENDCOM W 6 R5 MARK A@P17 COM White 6: [H] Usually at 9 (A). ENDCOM B 7 Q8 COM Black 5,7: Typical aggressive plays by Goddard who likes early fighting. ENDCOM W 8 P16 COM White 8 leaves the choice of joseki in the bottom corner until he sees what black is going to do in the top corner. ENDCOM B 9 P17 W 10 Q16 B 11 Q17 W 12 R15 B 13 O17 MARK A@O16 COM Black 13: Hane at A is possible. This depends on a ladder, which in this case is favourable to black. ENDCOM W 14 O5 COM White 14 again leaves a joseki undecided to see the results of developments elsewhere. ENDCOM B 15 P5 COM Black 15, White 18: [H] Good. ENDCOM W 16 P6 B 17 P4 W 18 R7 MARK B@Q6 COM Black 15, White 18: [[H] Good.] White 18' is normally at B, but this would allow black to play first on the left side. ENDCOM B 19 O6 W 20 P7 B 21 N5 W 22 O7 B 23 O4 MARK C@N6 COM Black 23 should be at C. ENDCOM W 24 S16 B 25 R17 W 26 Q14 B 27 R12 MARK D@Q11 COM Black 27: It is debatable whether he should play in this area at all, but if so D is the point to play. ENDCOM W 28 P12 MARK A@R8 B@S9 COM White 28, Black 29 (A): Even after the game, Diamond thought his move 28 was good and black 29 too heavy, but Haruyama said no, 29 is the key point and white should have played there with 28', or possibly at 34 (B). ENDCOM B 29 R8 W 30 R10 COM ENDCOM B 31 S10 W 32 S11 B 33 R11 W 34 S9 B 35 Q10 W 36 R9 B 37 S8 W 38 T10 B 39 Q9 MARK Q9 T10 S8 R9 Q10 S9 R11 S11 31@S10 R10 COM Black 39: The sequence from 30 to 39 is forced. Although white would like to play at 39 with 38', this is not possible. ENDCOM W 40 S12 B 41 N7 MARK A@N9 COM Black 41: Bad. Attacks white from the wrong direction, forcing him to attack black's still unsettled group. He should play at 46 (A). ENDCOM W 42 O9 B 43 O10 W 44 N10 B 45 O11 W 46 N9 B 47 O12 MARK E@N11 F@N12 COM Black 47: Better at E or F. ENDCOM W 48 M12 B 49 O14 W 50 N13 B 51 P13 W 52 P14 B 53 O13 W 54 N15 B 55 O15 W 56 O16 B 57 N16 W 58 M15 COM White 58: Inevitable. ENDCOM B 59 R13 W 60 S14 B 61 S13 W 62 T13 B 63 T14 MARK A@T12 COM Black 63: If at 64 (A) then White would play at 63 and still get two eyes. ENDCOM W 64 T12 B 65 R14 W 66 S15 B 67 Q15 W 68 P15 B 69 Q13 W 70 Q15 B 71 S17 W 72 T15 B 73 M16 W 74 L16 MARK K@O8 J@P9 H@P11 G@S7 COM White 74: White might have attacked black's large group any time from now to move 82, starting at G. A black play at H does not make two eyes (please work out why not), a fact which White overlooked. But black can play at J, a threat to make eyes, and continue with the cut at K to fight the semeai. ENDCOM B 75 L15 W 76 L17 B 77 M18 W 78 L18 B 79 M17 W 80 L13 MARK L@M13 COM White 80: After this move (which prevents black's play L), white's central influence more than compensates for his loss of territory on the right. ENDCOM B 81 K15 W 82 H16 COM White 82: This move was greeted with a chorus of disbelief in the downstairs room. It is a simple mistake as black shows with move 89. ENDCOM B 83 S4 W 84 S6 B 85 T7 COM Black 85 threatens to fight a ko for the white stones on the right side. White 86 is therefore forced. ENDCOM W 86 T9 B 87 T6 MARK K@O8 COM Black 87: [H] Unnecessary, because of the cut at K - see the comment on move 74. ENDCOM W 88 C13 MARK A@H3 COM White 88: Severe, but even so could play at 90 (A) immediately. ENDCOM B 89 J17 W 90 H3 B 91 M11 W 92 L9 B 93 H15 MARK A@L11 COM Black 93, White 94: [H] Either should have been at 95 (A), the vital point. ENDCOM W 94 H17 B 95 L11 W 96 J16 B 97 K13 COM Black 97 looks small, but it is necessary to capture white's 5 stones. ENDCOM W 98 K10 B 99 K16 W 100 J18 B 101 K17 W 102 K18 B 103 J15 W 104 K12 COM White 104-108: Painful moves for black, who is forced to capture more closely the already dead white stones, while white makes valuable influence in sente. ENDCOM B 105 L12 W 106 J13 B 107 K14 W 108 K11 B 109 M14 W 110 D15 COM White 110: The game looks favourable to White. ENDCOM B 111 D16 COM Black 111: He should give up this stone. ENDCOM W 112 E16 B 113 C16 W 114 C17 MARK A@D14 COM White 114: Joseki is at 117 (A), giving black a small life in the corner. White wants to pursue the black group - it is the success of this plan that wins the game. ENDCOM B 115 E17 COM Black 115, 117: [H] Good combination, but 119, 121 should be left for later. ENDCOM W 116 F16 B 117 D14 COM Black 115, 117: [H] Good combination, but 119, 121 should be left for later. ENDCOM W 118 E15 B 119 E18 COM Black 115, 117: [H] Good combination, but 119, 121 should be left for later. ENDCOM W 120 B17 B 121 G18 COM Black 115, 117: [H] Good combination, but 119, 121 should be left for later. ENDCOM W 122 H18 B 123 C14 W 124 D12 B 125 B16 MARK N@B15 M@C18 A@D18 COM Black 125: This move caused more discussion than any other. Downstairs it was felt that 125' should be at 126 (A), white M and black 125 to capture the corner. Haruyama 6p agreed with this view, but Diamond maintains that he could have answered black 125' (at 126), not at M, but at 125, black N, and then M is safe. If black does not play at N, then white connects to the outside or kills the outer black group. What do you think? ENDCOM VAR B 1 D18 W 2 C18 B 3 B16 ENDVAR VAR B 1 D18 W 2 B16 B 3 B15 W 4 C18 ENDVAR W 126 D18 B 127 E14 W 128 F14 B 129 F13 W 130 G14 B 131 E12 W 132 D10 B 133 F18 W 134 F17 B 135 B18 W 136 A18 B 137 B19 W 138 E19 B 139 F10 COM Black 139: he must make eyes in the centre. ENDCOM W 140 D8 COM White 140: A quick count at this stage shows White about 10 ahead, still attacking the black group, and with sente. White=67 Black=58 - see table in web page for details. ENDCOM B 141 F8 W 142 F7 B 143 G8 W 144 H5 B 145 D19 W 146 C19 B 147 G7 W 148 F6 B 149 K7 W 150 G13 B 151 C11 W 152 D11 B 153 B13 W 154 B12 MARK A@E13 COM White 154: A sacrifice aiming at the cut at 166 (A). ENDCOM B 155 F19 W 156 D19 B 157 E8 W 158 D7 B 159 G12 W 160 H12 B 161 C12 W 162 D13 B 163 B11 W 164 B14 B 165 A12 W 166 E13 B 167 A14 W 168 A16 B 169 B15 W 170 J7 B 171 C9 W 172 D9 B 173 C4 COM Black 173: A final attempt to introduce complications on the lower side. ENDCOM W 174 D3 B 175 B7 W 176 B9 COM White 176: A common sacrifice tesuji. ENDCOM B 177 C8 W 178 C10 B 179 B10 W 180 C7 B 181 B8 W 182 B6 B 183 J3 W 184 H2 B 185 J8 W 186 J6 B 187 L8 W 188 M8 B 189 K6 W 190 L3 B 191 J5 W 192 H6 COM White 192: Black now has no chance. Count: White=72, Black=58. See web page for details. ENDCOM B 193 K4 W 194 J2 COM Comment and recording end at 194. White won by the enormous margin of 28, as he managed to get the first move on the bottom side. Haruyama's general comments were that this was a good game, and in spite of the large margin both players showed 4-dan strength. His full comments on the game, which differ on several points from Jon Diamond's, will be published soon in Go Review. ENDCOM